mutter/tests/interactive/test-shader.c

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#include <clutter/clutter.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
#include <gmodule.h>
/* Dynamic branching appeared in "Shader Model 3.0" that low-end IGPs
* don't support.
*/
#define GPU_SUPPORTS_DYNAMIC_BRANCHING 0
typedef struct
{
gchar *name;
gchar *source;
} ShaderSource;
/* a couple of boilerplate defines that are common amongst all the
* sample shaders
*/
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/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already
* initialized, from a sampler2D in a variable tex.
*/
#define FRAGMENT_SHADER_VARS \
"uniform sampler2D tex;" \
"uniform float x_step, y_step;" \
#define FRAGMENT_SHADER_BEGIN \
"void main (){" \
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
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" vec4 color = texture2D (tex, vec2(cogl_tex_coord_in[0]));"
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/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
* blended with the gl specified color (makes the opacity of actors work
* correctly).
*/
#define FRAGMENT_SHADER_END \
" cogl_color_out = color * cogl_color_in;" \
"}"
static ShaderSource shaders[]=
{
{"brightness-contrast",
FRAGMENT_SHADER_VARS
"uniform float brightness, contrast;"
FRAGMENT_SHADER_BEGIN
" color.rgb /= color.a;"
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" color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + "
"vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);"
" color.rgb *= color.a;"
FRAGMENT_SHADER_END
},
{"box-blur",
FRAGMENT_SHADER_VARS
#if GPU_SUPPORTS_DYNAMIC_BRANCHING
"uniform float radius;"
FRAGMENT_SHADER_BEGIN
"float u, v;"
"int count = 1;"
"for (u=-radius;u<radius;u++)"
" for (v=-radius;v<radius;v++)"
" {"
" color += texture2D(tex, "
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
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" vec2(cogl_tex_coord_in[0].s + u * 2.0 * x_step, "
" cogl_tex_coord_in[0].t + v * 2.0 * y_step));"
" count ++;"
" }"
"color = color / float(count);"
FRAGMENT_SHADER_END
#else
"vec4 get_rgba_rel(sampler2D tex, float dx, float dy)"
"{"
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
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" return texture2D (tex, cogl_tex_coord_in[0].st "
" + vec2(dx, dy) * 2.0);"
"}"
FRAGMENT_SHADER_BEGIN
" float count = 1.0;"
" color += get_rgba_rel (tex, -x_step, -y_step); count++;"
" color += get_rgba_rel (tex, -x_step, 0.0); count++;"
" color += get_rgba_rel (tex, -x_step, y_step); count++;"
" color += get_rgba_rel (tex, 0.0, -y_step); count++;"
" color += get_rgba_rel (tex, 0.0, 0.0); count++;"
" color += get_rgba_rel (tex, 0.0, y_step); count++;"
" color += get_rgba_rel (tex, x_step, -y_step); count++;"
" color += get_rgba_rel (tex, x_step, 0.0); count++;"
" color += get_rgba_rel (tex, x_step, y_step); count++;"
" color = color / count;"
FRAGMENT_SHADER_END
#endif
},
{"invert",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" color.rgb /= color.a;"
" color.rgb = vec3(1.0, 1.0, 1.0) - color.rgb;\n"
" color.rgb *= color.a;"
FRAGMENT_SHADER_END
},
{"brightness-contrast",
FRAGMENT_SHADER_VARS
"uniform float brightness;"
"uniform float contrast;"
FRAGMENT_SHADER_BEGIN
" color.rgb /= color.a;"
" color.r = (color.r - 0.5) * contrast + brightness + 0.5;"
" color.g = (color.g - 0.5) * contrast + brightness + 0.5;"
" color.b = (color.b - 0.5) * contrast + brightness + 0.5;"
" color.rgb *= color.a;"
FRAGMENT_SHADER_END
},
{"gray",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;"
" color.g = avg;"
" color.b = avg;"
FRAGMENT_SHADER_END
},
{"combined-mirror",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
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" vec4 colorB = texture2D (tex, vec2(cogl_tex_coord_in[0].ts));"
" float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;"
" color.g = avg;"
" color.b = avg;"
" color = (color + colorB)/2.0;"
FRAGMENT_SHADER_END
},
{"edge-detect",
FRAGMENT_SHADER_VARS
"float get_avg_rel(sampler2D texB, float dx, float dy)"
"{"
" vec4 colorB = texture2D (texB, cogl_tex_coord_in[0].st + vec2(dx, dy));"
" return (colorB.r + colorB.g + colorB.b) / 3.0;"
"}"
FRAGMENT_SHADER_BEGIN
" mat3 sobel_h = mat3( 1.0, 2.0, 1.0,"
" 0.0, 0.0, 0.0,"
" -1.0, -2.0, -1.0);"
" mat3 sobel_v = mat3( 1.0, 0.0, -1.0,"
" 2.0, 0.0, -2.0,"
" 1.0, 0.0, -1.0);"
" mat3 map = mat3( get_avg_rel(tex, -x_step, -y_step),"
" get_avg_rel(tex, -x_step, 0.0),"
" get_avg_rel(tex, -x_step, y_step),"
" get_avg_rel(tex, 0.0, -y_step),"
" get_avg_rel(tex, 0.0, 0.0),"
" get_avg_rel(tex, 0.0, y_step),"
" get_avg_rel(tex, x_step, -y_step),"
" get_avg_rel(tex, x_step, 0.0),"
" get_avg_rel(tex, x_step, y_step) );"
" mat3 gh = sobel_h * map;"
" mat3 gv = map * sobel_v;"
" float avgh = (gh[0][0] + gh[0][1] + gh[0][2] +"
" gh[1][0] + gh[1][1] + gh[1][2] +"
" gh[2][0] + gh[2][1] + gh[2][2]) / 18.0 + 0.5;"
" float avgv = (gv[0][0] + gv[0][1] + gv[0][2] +"
" gv[1][0] + gv[1][1] + gv[1][2] +"
" gv[2][0] + gv[2][1] + gv[2][2]) / 18.0 + 0.5;"
" float avg = (avgh + avgv) / 2.0;"
" color.r = avg * color.r;"
" color.g = avg * color.g;"
" color.b = avg * color.b;"
FRAGMENT_SHADER_END
},
/* Terminating NULL sentinel */
{NULL, NULL}
};
static gint shader_no = 0;
static int
next_p2 (gint a)
{
int rval = 1;
while (rval < a)
rval <<= 1;
return rval;
}
static void
set_shader_num (ClutterActor *actor, gint new_no)
{
int tex_width;
int tex_height;
if (new_no >= 0 && shaders[new_no].name)
{
ClutterShader *shader;
GError *error;
shader_no = new_no;
g_print ("setting shaders[%i] named '%s'\n",
shader_no,
shaders[shader_no].name);
shader = clutter_shader_new ();
error = NULL;
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g_object_set (G_OBJECT (shader),
"fragment-source", shaders[shader_no].source,
NULL);
/* try to bind the shader, provoking an error we catch if there is issues
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* with the shader sources we've provided. At a later stage it should be
* possible to iterate through a set of alternate shader sources (glsl ->
* asm -> cg?) and the one that succesfully compiles is used.
*/
clutter_shader_compile (shader, &error);
if (error)
{
g_print ("unable to set shaders[%i] named '%s': %s",
shader_no, shaders[shader_no].name,
error->message);
g_error_free (error);
clutter_actor_set_shader (actor, NULL);
}
else
{
clutter_actor_set_shader (actor, NULL);
clutter_actor_set_shader (actor, shader);
clutter_actor_set_shader_param_int (actor, "tex", 0);
clutter_actor_set_shader_param_float (actor, "radius", 3.0);
clutter_actor_set_shader_param_float (actor, "brightness", 0.4);
clutter_actor_set_shader_param_float (actor, "contrast", -1.9);
if (CLUTTER_IS_TEXTURE (actor))
{
/* XXX - this assumes *a lot* about how things are done
* internally on *some* hardware and driver
*/
tex_width = clutter_actor_get_width (actor);
tex_width = next_p2 (tex_width);
tex_height = clutter_actor_get_height (actor);
tex_height = next_p2 (tex_height);
clutter_actor_set_shader_param_float (actor, "x_step",
1.0f / tex_width);
clutter_actor_set_shader_param_float (actor, "y_step",
1.0f / tex_height);
}
}
g_object_unref (shader);
}
}
static gboolean
button_release_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer data)
{
gint new_no;
if (event->button.button == 1)
{
new_no = shader_no - 1;
}
else
{
new_no = shader_no + 1;
}
set_shader_num (actor, new_no);
return CLUTTER_EVENT_STOP;
}
#ifdef COGL_HAS_GLES2
static gboolean
timeout_cb (gpointer data)
{
int new_no = shader_no + 1;
if (shaders[new_no].name == NULL)
new_no = 0;
set_shader_num (CLUTTER_ACTOR (data), new_no);
return G_SOURCE_CONTINUE;
}
#endif /* COGL_HAS_GLES2 */
G_MODULE_EXPORT gint
test_shader_main (gint argc, gchar *argv[])
{
ClutterActor *actor;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
ClutterShader *shader;
GError *error;
gchar *file;
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
return 1;
stage = clutter_stage_new ();
clutter_stage_set_title (CLUTTER_STAGE (stage), "Shaders");
clutter_actor_set_size (stage, 512, 384);
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
g_print ("applying shaders[%i] named '%s'\n",
shader_no,
shaders[shader_no].name);
shader = clutter_shader_new ();
error = NULL;
clutter_shader_set_fragment_source (shader, shaders[shader_no].source, -1);
clutter_shader_compile (shader, &error);
if (error)
{
g_print ("unable to load shaders[%d] named '%s': %s\n",
shader_no,
shaders[shader_no].name,
error->message);
g_error_free (error);
return EXIT_FAILURE;
}
clutter_stage_set_title (CLUTTER_STAGE (stage), "Shader Test");
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
#ifndef TEST_GROUP
actor = clutter_texture_new_from_file (file, &error);
if (!actor)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
#else
actor = clutter_group_new ();
{
ClutterActor *child1, *child2, *child3, *child4;
ClutterColor color = { 0xff, 0x22, 0x66, 0x99 };
child1 = clutter_texture_new_from_file (file, &error);
if (!child1)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
child2 = clutter_texture_new_from_file (file, &error);
if (!child2)
g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
child3 = clutter_rectangle_new ();
child4 = clutter_text_new_with_text ("Sans 20px", "Shady stuff");
clutter_rectangle_set_color (CLUTTER_RECTANGLE (child3), &color);
clutter_actor_set_size (child3, 50, 50);
clutter_actor_set_position (child1, 0, 0);
clutter_actor_set_position (child2, 50, 100);
clutter_actor_set_position (child3, 30, -30);
clutter_actor_set_position (child4, -50, 20);
clutter_container_add (CLUTTER_CONTAINER (actor),
child1,
child2,
child3,
child4,
NULL);
clutter_actor_show_all (actor);
}
#endif /* !TEST_GROUP */
g_free (file);
clutter_actor_set_shader (actor, shader);
clutter_actor_set_position (actor, 100, 100);
g_object_unref (shader);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
clutter_actor_set_shader_param_int (actor, "tex", 0);
clutter_actor_set_shader_param_float (actor, "brightness", 0.4);
clutter_actor_set_shader_param_float (actor, "contrast", -1.9);
clutter_actor_set_reactive (actor, TRUE);
g_signal_connect (actor, "button-release-event",
G_CALLBACK (button_release_cb), NULL);
#ifdef COGL_HAS_GLES2
/* On an embedded platform it is difficult to right click so we will
cycle through the shaders automatically */
clutter_threads_add_timeout (3000, timeout_cb, actor);
#endif
/* Show everying ( and map window ) */
clutter_actor_show_all (stage);
clutter_main ();
return EXIT_SUCCESS;
}